Documentation on Ken's .ART file format                     by Ken Silverman

	I am documenting my ART format to allow you to program your own custom
art utilites if you so desire.  I am still planning on writing the script
system.

	All art files must have xxxxx###.ART.  When loading an art file you
should keep trying to open new xxxxx###'s, incrementing the number, until
an art file is not found.


1. long artversion;

		The first 4 bytes in the art format are the version number.  The current
	current art version is now 1.  If artversion is not 1 then either it's the
	wrong art version or something is wrong.

2. long numtiles;

		Numtiles is not really used anymore.  I wouldn't trust it.  Actually
	when I originally planning art version 1 many months ago, I thought I
	would need this variable, but it turned it is was unnecessary.  To get
	the number of tiles, you should search all art files, and check the
	localtilestart and localtileend values for each file.

3. long localtilestart;

		Localtilestart is the tile number of the first tile in this art file.

4. long localtileend;

		Localtileend is the tile number of the last tile in this art file.
		Note:  Localtileend CAN be higher than the last used slot in an art
		file.

			Example:  If you chose 256 tiles per art file:
		TILES000.ART -> localtilestart = 0,   localtileend = 255
		TILES001.ART -> localtilestart = 256, localtileend = 511
		TILES002.ART -> localtilestart = 512, localtileend = 767
		TILES003.ART -> localtilestart = 768, localtileend = 1023

5. short tilesizx[localtileend-localtilestart+1];

		This is an array of shorts of all the x dimensions of the tiles
	in this art file.  If you chose 256 tiles per art file then
	[localtileend-localtilestart+1] should equal 256.

6. short tilesizy[localtileend-localtilestart+1];

		This is an array of shorts of all the y dimensions.

7. long picanm[localtileend-localtilestart+1];

		This array of longs stores a few attributes for each tile that you
	can set inside EDITART.  You probably won't be touching this array, but
	I'll document it anyway.

Bit:  31           2423           1615            87             0
      Ĵ
       | | | | | | |  | | | | | | |  | | | | | | |  | | | | | | | 
      Ĵ
               Anim.   Signed char    Signed char       Animate  
               Speed    Y-center       X-center          number  
              Ĵ    offset         offset        
                      Ĵ   Ŀ
                                                       Animate type:
                                                       00 - NoAnm   
                                                       01 - Oscil   
                                                       10 - AnmFd   
                                                       11 - AnmBk   
                                                      
			 You probalby recognize these:
		 Animate speed -            EDITART key: 'A', + and - to adjust
		 Signed char x&y offset -   EDITART key: '`', Arrows to adjust
		 Animate number&type -      EDITART key: +/- on keypad

8. After the picanm's, the rest of the file is straight-forward rectangular
		art data.  You must go through the tilesizx and tilesizy arrays to find
		where the artwork is actually stored in this file.

		Note:  The tiles are stored in the opposite coordinate system than
			the screen memory is stored.  Example on a 4*4 file:

			Offsets:
			Ŀ
			 0  4  8 12 
			Ĵ
			 1  5  9 13 
			Ĵ
			 2  6 10 14 
			Ĵ
			 3  7 11 15 
			



----------------------------------------------------------------------------
	If you wish to display the artwork, you will also need to load your
palette.  To load the palette, simply read the first 768 bytes of your
palette.dat and write it directly to the video card - like this:

	Example:
		long i, fil;

		fil = open("palette.dat",O_BINARY|O_RDWR,S_IREAD);
		read(fil,&palette[0],768);
		close(fil);

		outp(0x3c8,0);
		for(i=0;i<768;i++)
			outp(0x3c9,palette[i]);
